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/*
* Copyright (C) 2010 Apple Inc. All rights reserved.
* Copyright (C) 2011 Google Inc. All rights reserved.
* Copyright (C) 2012 ChangSeok Oh <shivamidow@gmail.com>
* Copyright (C) 2012 Research In Motion Limited. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#if ENABLE(GRAPHICS_CONTEXT_3D)
#include "GraphicsContext3D.h"
#include "Extensions3DOpenGLES.h"
#include "IntRect.h"
#include "IntSize.h"
#include "NotImplemented.h"
#if PLATFORM(WIN)
#include <GLSLANG/ShaderLang.h>
#else
#include <ANGLE/ShaderLang.h>
#endif
namespace WebCore {
void GraphicsContext3D::releaseShaderCompiler()
{
makeContextCurrent();
::glReleaseShaderCompiler();
}
void GraphicsContext3D::readPixels(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Denum format, GC3Denum type, void* data)
{
makeContextCurrent();
// FIXME: remove the two glFlush calls when the driver bug is fixed, i.e.,
// all previous rendering calls should be done before reading pixels.
::glFlush();
if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO) {
resolveMultisamplingIfNecessary(IntRect(x, y, width, height));
::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
::glFlush();
}
::glReadPixels(x, y, width, height, format, type, data);
if (m_attrs.antialias && m_state.boundFBO == m_multisampleFBO)
::glBindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO);
}
void GraphicsContext3D::readPixelsAndConvertToBGRAIfNecessary(int x, int y, int width, int height, unsigned char* pixels)
{
::glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
int totalBytes = width * height * 4;
if (isGLES2Compliant()) {
for (int i = 0; i < totalBytes; i += 4)
std::swap(pixels[i], pixels[i + 2]); // Convert to BGRA.
}
}
bool GraphicsContext3D::reshapeFBOs(const IntSize& size)
{
const int width = size.width();
const int height = size.height();
GLuint colorFormat = 0, pixelDataType = 0;
if (m_attrs.alpha) {
m_internalColorFormat = GL_RGBA;
colorFormat = GL_RGBA;
pixelDataType = GL_UNSIGNED_BYTE;
} else {
m_internalColorFormat = GL_RGB;
colorFormat = GL_RGB;
pixelDataType = GL_UNSIGNED_SHORT_5_6_5;
}
// We don't allow the logic where stencil is required and depth is not.
// See GraphicsContext3D::validateAttributes.
bool supportPackedDepthStencilBuffer = (m_attrs.stencil || m_attrs.depth) && getExtensions().supports("GL_OES_packed_depth_stencil");
// Resize regular FBO.
bool mustRestoreFBO = false;
if (m_state.boundFBO != m_fbo) {
mustRestoreFBO = true;
::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
}
ASSERT(m_texture);
::glBindTexture(GL_TEXTURE_2D, m_texture);
::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, pixelDataType, 0);
::glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0);
#if USE(COORDINATED_GRAPHICS_THREADED)
if (m_compositorTexture) {
::glBindTexture(GL_TEXTURE_2D, m_compositorTexture);
::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0);
::glBindTexture(GL_TEXTURE_2D, 0);
}
::glBindTexture(GL_TEXTURE_2D, m_intermediateTexture);
::glTexImage2D(GL_TEXTURE_2D, 0, m_internalColorFormat, width, height, 0, colorFormat, GL_UNSIGNED_BYTE, 0);
::glBindTexture(GL_TEXTURE_2D, 0);
#endif
Extensions3DOpenGLES& extensions = static_cast<Extensions3DOpenGLES&>(getExtensions());
if (extensions.isImagination() && m_attrs.antialias) {
GLint maxSampleCount;
::glGetIntegerv(Extensions3D::MAX_SAMPLES_IMG, &maxSampleCount);
GLint sampleCount = std::min(8, maxSampleCount);
extensions.framebufferTexture2DMultisampleIMG(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0, sampleCount);
if (m_attrs.stencil || m_attrs.depth) {
// Use a 24 bit depth buffer where we know we have it.
if (supportPackedDepthStencilBuffer) {
::glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilBuffer);
extensions.renderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, GL_DEPTH24_STENCIL8_OES, width, height);
if (m_attrs.stencil)
::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer);
if (m_attrs.depth)
::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer);
} else {
if (m_attrs.stencil) {
::glBindRenderbuffer(GL_RENDERBUFFER, m_stencilBuffer);
extensions.renderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, GL_STENCIL_INDEX8, width, height);
::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_stencilBuffer);
}
if (m_attrs.depth) {
::glBindRenderbuffer(GL_RENDERBUFFER, m_depthBuffer);
extensions.renderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, GL_DEPTH_COMPONENT16, width, height);
::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBuffer);
}
}
::glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
} else {
if (m_attrs.stencil || m_attrs.depth) {
// Use a 24 bit depth buffer where we know we have it.
if (supportPackedDepthStencilBuffer) {
::glBindRenderbuffer(GL_RENDERBUFFER, m_depthStencilBuffer);
::glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, width, height);
if (m_attrs.stencil)
::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer);
if (m_attrs.depth)
::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer);
} else {
if (m_attrs.stencil) {
::glBindRenderbuffer(GL_RENDERBUFFER, m_stencilBuffer);
::glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_stencilBuffer);
}
if (m_attrs.depth) {
::glBindRenderbuffer(GL_RENDERBUFFER, m_depthBuffer);
::glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
::glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBuffer);
}
}
::glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
}
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
// FIXME: cleanup
notImplemented();
}
return mustRestoreFBO;
}
void GraphicsContext3D::resolveMultisamplingIfNecessary(const IntRect&)
{
// FIXME: We don't support antialiasing yet.
notImplemented();
}
void GraphicsContext3D::renderbufferStorage(GC3Denum target, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height)
{
makeContextCurrent();
::glRenderbufferStorage(target, internalformat, width, height);
}
void GraphicsContext3D::getIntegerv(GC3Denum pname, GC3Dint* value)
{
makeContextCurrent();
::glGetIntegerv(pname, value);
}
void GraphicsContext3D::getShaderPrecisionFormat(GC3Denum shaderType, GC3Denum precisionType, GC3Dint* range, GC3Dint* precision)
{
ASSERT(range);
ASSERT(precision);
makeContextCurrent();
::glGetShaderPrecisionFormat(shaderType, precisionType, range, precision);
}
bool GraphicsContext3D::texImage2D(GC3Denum target, GC3Dint level, GC3Denum internalformat, GC3Dsizei width, GC3Dsizei height, GC3Dint border, GC3Denum format, GC3Denum type, const void* pixels)
{
if (width && height && !pixels) {
synthesizeGLError(INVALID_VALUE);
return false;
}
texImage2DDirect(target, level, internalformat, width, height, border, format, type, pixels);
return true;
}
void GraphicsContext3D::validateAttributes()
{
validateDepthStencil("GL_OES_packed_depth_stencil");
if (m_attrs.antialias && !getExtensions().supports("GL_IMG_multisampled_render_to_texture"))
m_attrs.antialias = false;
}
void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar)
{
makeContextCurrent();
::glDepthRangef(zNear, zFar);
}
void GraphicsContext3D::clearDepth(GC3Dclampf depth)
{
makeContextCurrent();
::glClearDepthf(depth);
}
#if !PLATFORM(GTK)
Extensions3D& GraphicsContext3D::getExtensions()
{
if (!m_extensions)
m_extensions = std::make_unique<Extensions3DOpenGLES>(this, isGLES2Compliant());
return *m_extensions;
}
#endif
#if PLATFORM(WIN) && !USE(CAIRO)
RefPtr<GraphicsContext3D> GraphicsContext3D::create(GraphicsContext3DAttributes attributes, HostWindow* hostWindow, GraphicsContext3D::RenderStyle renderStyle)
{
// This implementation doesn't currently support rendering directly to the HostWindow.
if (renderStyle == RenderDirectlyToHostWindow)
return nullptr;
static bool initialized = false;
static bool success = true;
if (!initialized) {
#if !USE(OPENGL_ES_2)
success = initializeOpenGLShims();
#endif
initialized = true;
}
if (!success)
return nullptr;
return adoptRef(new GraphicsContext3D(attributes, hostWindow, renderStyle));
}
GraphicsContext3D::GraphicsContext3D(GraphicsContext3DAttributes attributes, HostWindow*, GraphicsContext3D::RenderStyle renderStyle)
: m_attrs(attributes)
, m_compiler(isGLES2Compliant() ? SH_ESSL_OUTPUT : SH_GLSL_COMPATIBILITY_OUTPUT)
, m_private(std::make_unique<GraphicsContext3DPrivate>(this, renderStyle))
{
makeContextCurrent();
validateAttributes();
if (renderStyle == RenderOffscreen) {
// Create a texture to render into.
::glGenTextures(1, &m_texture);
::glBindTexture(GL_TEXTURE_2D, m_texture);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
::glBindTexture(GL_TEXTURE_2D, 0);
// Create an FBO.
::glGenFramebuffers(1, &m_fbo);
::glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
m_state.boundFBO = m_fbo;
if (!m_attrs.antialias && (m_attrs.stencil || m_attrs.depth))
::glGenRenderbuffers(1, &m_depthStencilBuffer);
// Create a multisample FBO.
if (m_attrs.antialias) {
::glGenFramebuffers(1, &m_multisampleFBO);
::glBindFramebuffer(GL_FRAMEBUFFER, m_multisampleFBO);
m_state.boundFBO = m_multisampleFBO;
::glGenRenderbuffers(1, &m_multisampleColorBuffer);
if (m_attrs.stencil || m_attrs.depth)
::glGenRenderbuffers(1, &m_multisampleDepthStencilBuffer);
}
}
// ANGLE initialization.
ShBuiltInResources ANGLEResources;
ShInitBuiltInResources(&ANGLEResources);
getIntegerv(GraphicsContext3D::MAX_VERTEX_ATTRIBS, &ANGLEResources.MaxVertexAttribs);
getIntegerv(GraphicsContext3D::MAX_VERTEX_UNIFORM_VECTORS, &ANGLEResources.MaxVertexUniformVectors);
getIntegerv(GraphicsContext3D::MAX_VARYING_VECTORS, &ANGLEResources.MaxVaryingVectors);
getIntegerv(GraphicsContext3D::MAX_VERTEX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxVertexTextureImageUnits);
getIntegerv(GraphicsContext3D::MAX_COMBINED_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxCombinedTextureImageUnits);
getIntegerv(GraphicsContext3D::MAX_TEXTURE_IMAGE_UNITS, &ANGLEResources.MaxTextureImageUnits);
getIntegerv(GraphicsContext3D::MAX_FRAGMENT_UNIFORM_VECTORS, &ANGLEResources.MaxFragmentUniformVectors);
// Always set to 1 for OpenGL ES.
ANGLEResources.MaxDrawBuffers = 1;
GC3Dint range[2], precision;
getShaderPrecisionFormat(GraphicsContext3D::FRAGMENT_SHADER, GraphicsContext3D::HIGH_FLOAT, range, &precision);
ANGLEResources.FragmentPrecisionHigh = (range[0] || range[1] || precision);
m_compiler.setResources(ANGLEResources);
#if !USE(OPENGL_ES_2)
::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
::glEnable(GL_POINT_SPRITE);
#endif
::glClearColor(0, 0, 0, 0);
}
GraphicsContext3D::~GraphicsContext3D()
{
makeContextCurrent();
::glDeleteTextures(1, &m_texture);
if (m_attrs.antialias) {
::glDeleteRenderbuffers(1, &m_multisampleColorBuffer);
if (m_attrs.stencil || m_attrs.depth)
::glDeleteRenderbuffers(1, &m_multisampleDepthStencilBuffer);
::glDeleteFramebuffers(1, &m_multisampleFBO);
} else {
if (m_attrs.stencil || m_attrs.depth)
::glDeleteRenderbuffers(1, &m_depthStencilBuffer);
}
::glDeleteFramebuffers(1, &m_fbo);
}
void GraphicsContext3D::setContextLostCallback(std::unique_ptr<ContextLostCallback>)
{
}
void GraphicsContext3D::setErrorMessageCallback(std::unique_ptr<ErrorMessageCallback>)
{
}
bool GraphicsContext3D::makeContextCurrent()
{
if (!m_private)
return false;
return m_private->makeContextCurrent();
}
void GraphicsContext3D::checkGPUStatus()
{
}
PlatformGraphicsContext3D GraphicsContext3D::platformGraphicsContext3D()
{
return m_private->platformContext();
}
Platform3DObject GraphicsContext3D::platformTexture() const
{
return m_texture;
}
bool GraphicsContext3D::isGLES2Compliant() const
{
#if USE(OPENGL_ES_2)
return true;
#else
return false;
#endif
}
PlatformLayer* GraphicsContext3D::platformLayer() const
{
return m_webGLLayer->platformLayer();
}
#endif
}
#endif // ENABLE(GRAPHICS_CONTEXT_3D)
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